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Develop: Brighton 2017 – All Talks

You are here:Home/Events/Develop: Brighton 2017 – All Talks
How Not to Screw Up Your Dialogue Project – Hugh Edwards (High Score Productions Ltd)
Tin Hearts: The Quest for “Long-Form VR” and Lessons Learned Along the Way – Kostas Zarifis (Rogue Son)
A Look into How Games Can be Exploited, and How to Protect Your Artefacts – Nicholas Sheehan (Uni of Greenwhich)
Product Management the Zynga Way – Nai Chang (Zynga Natural Motion)
Pitch, Win, Drop the Mic – Pitching Masterclass – Jon Torrens & Stephen Hey
Better World, Better Play: Narrative Design Tools – Mata Haggis (NHTV Uni)
Trial By Fire – How Starbound Survived Early Access – Molly Carroll (Chucklefish)
Snake Physics – The Making of Snaking – Sebastian Liese (Sumo Digital)
Introducing Subscriptions into an Existing Free-To-Play Game – A Fallen London Case Study – Adam Myers (Failbetter Games)
Designing a Game that Markets Itself – Tim Wickstead (Twice Circled)
Urban Design and the Creation of Videogame Cities – Konstantinos Dimopulous (Rural & Surveying Engineer)
Story in Games (and Other Optional Extras) – Mata Haggis
Making the Underground – A Case Study on Focusing on Innovative Procedural AAA Game Dev -Jose Paredes & Manny Diaz (Reflections)
How to Sell Out With Integrity – Commercialising Your Creativity – Colin Guilfoyle (Nebula Interactive)
AAA Design Done Small – Designing The Flame in the Flood – Forrest Dowling (The Molasses Flood)
Shifting Perspectives – Art for the VR Dimension – Doug Gilmore (Atomhawk) & Andrew Robinson (CCP Games)
Capturing, Analysing and Imitating Emergent Playstyles in a Leading Mobile Card Game – Sam Devlin (Digital Creativity Labs)
Can Micro Studios Triumph in F2P – Leanne Bayley (We Heart Dragons) & Shintaro Kanaoya (Chorus Worldwide)
Business Affairs for Early Stage Games Businesses – What to Do and What Not to Do – Mark Phillips (Harbottle & Lewis)
The Future of Fornication – How the Growing Sextech Industry Will Redefine Pleasure – Stephanie Alys (MysteryVibe)
The Beautiful Game – What esports Can Learn From the World of Football – George Osborn (Go Editorial)
In Vivo Veritas – The Hidden Technical Challenges and Choices of Creating Massive, Cloud-based Worlds – Rob Whitehead (Improbabl
esports for Everyone – The Future of esports is Accessibility, Not Platforms – Simon Sunden (G:loot)
Alexa Everywhere – David Low (Amazon’s Alexa Skills Kit)
No Budget? No Problem. Free Strategies to Effectively Promote Your Game – Alex Moyet (Curve Digital)
Making a Hacking Game Hackable – An Approach to Modding in Unity – Harry Rose (Semaeopus)
Getting Physical in VR – Techniques for a Believable World – John Campbell (Triangular Pixels)
Funding Your Development Journey – Tanguy Dewavrin (Atom Republic)
Driving Success – Lessons Learned From Motorsport Manager Will Freeman (Journalist) & Christian West (Playsport Games)
Programming Social Features with No Money – Claire Blackshaw (Sony Interactive Entertainment)
Practical Steps for Developing Sickness Free VR – John Foster (Dream Reality VR)
Taking Control: When a Game Designer Starts a Game Studio – Jack Attridge (Flavourworks)
Challenging Conventions In Search of a Better Game – Liam de Valmency (Media Molecule)
A Visit to Future Reality – Ken Purlin (NYU)
Making Dough – Tips to Maximise Your Game’s Long Tail – Richardo Rego (Bossa Studios)
Influencing the Influencers: Uncovering The Secrets of How To Get Your Games Covered on YouTube and Twitch – Rich Keith & Mark
Perfectionism and Plateaus – Finding Balance in a Competitive Industry – Adriana Pucciano (Creative Assembly)
A Nation of Shopkeepers: Wonderful Shopping Experiences in Your Game – Mark Sorrell (Rovio London)
To: 30 Years of Secret Sauce The Journey to Predictable Quality – Mike Simpson (Creative Assembly)
The Perils of Google Cardboard – Lukas Roper (VR Developer)
The Game Dev Tools of Horizon: Zero Dawn – Dan Sumaili & Sander van der Steen (Guerrilla Games)
Jumping to Conclusions – How to Teach a Player Something They Think They Already Know – Chris Wilson (Cardboard Sword)
Evolution of the Environment Artist -Mathew O’Halloran & Karen Stanley (Ubisoft) with Christoffer Radsby
Breaking The Chain – How Good Production Management Helps Get Your Indie Game to Market – Benjamin Hill (ADVECT Productions)
Your Game as Community – Learnings from the Intersection of View, Playing and Buying – Ethan Evans (Twitch)
The Impact of User Behaviour on Social VR – Clemens Wangerin, (vTime)
The Bushido Guide to esports – What We Learned Making Japan’s Top esports Title – Dewi Tanner (Cygames)
Into the Future – Graeme Devine (Magic Leap)
Emergence in VR – Empowering Players to “Be” Rather Than “Do” – Ben Kidd (Curiscope)
Developing Critical and Moral Thinking in Games – Nick Button-Brown (Sensible Object) & Oliver Lewis, (Improbable)
Creating Large-Scale Location-Based AR Experiences – Edward Miller (Scape Technologies)
Interview with Gary Penn (Denki) Chaired by Jonathan Smith (Travellers Tales)
Accessibility – Where to Next? – Jo Twist (OBE, Ukie)
Trials and Tribulations of a Game Producer – Gemma Foster (Dlala Studios)
Unravel – Finding Beauty in the Ordinary – Martin Sahlin (Coldwood)
Joining Up The Dots – Creating Games With An Integrated Art Style, Ethos & Identity – Rex Crowie (Foam Sword)
Innovative Thinking in Mobile Gaming with esports and Beyond – Tony Yang (Space Ape Games)
Feeling the Heat – Gaming and the End of Moore’s Law – Boyd Multerer
5 Ways I Screwed Up Sol Trader’s Launch – Chris Parsons (Revalation Games)
Working with Streamers – Marcella de Bie & Tim Mines
How to Not Burn Out & Thrive – Brenda Romero (Romero Games)
A life in Games – John Romero (Romero Games)
20 Challenges of Developing VR – Oliver Kibblewhite (Rewind)
Taking the Sound of Star Wars Battlefront to VR – Jay Steen (Criterion Games)
Taking Game Audio to New Heights – Michael Jessup (Dolby Labs)
Mass Effect: Andromeda Audio Retrospective – Michael Kent
Interactive Music Masterclass – Jeremie Voillot (Bioware)
How Can Audio Pre-Production Boost Project Productivity – Loic Couthier (Sony Interactive)
The Challenge of Creating Audio for Planet Coaster – Mathew Florianz (Frontier Developments)
Develop2017 – Audio Day Introduction – John Broomhall

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